
layout (location = 0) in vec3 position;
layout (location = 1) in vec3 normal;
layout (location = 2) in vec2 textureCoords;

uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;

out vec3 myNormal;
out vec3 myFragPos;
out vec2 myTextureCoords;

void main()
{
	gl_Position = projection * view * model * vec4(position, 1.0f);
	myFragPos = vec3(model * vec4(position, 1.0f));
	myNormal = mat3(transpose(inverse(model))) * normal;
	myTextureCoords = textureCoords;
}
